Uploaded December 2024 | Updated September 2026, 2 weeks ago
This is a Tool-Assisted Superplay/Speedrun (often abbreviated to "TAS") where a player can edit, rerecord, and manipulate a game into doing whatever that person desires. Visit tasvideos.org for more information.
On Defection with diving into the ending while out of bounds, you can either land in the lift to complete the level, or miss it and die. This TAS does both and gets an instant skip of the ending cutscene.
This is a Tool-Assisted Superplay/Speedrun (often abbreviated to "TAS") where a player can edit, rerecord, and manipulate a game into doing whatever that person desires. Visit tasvideos.org for more information.
On Defection with diving into the ending while out of bounds, you can either land in the lift to complete the level, or miss it and die. This TAS does both and gets an instant skip of the ending cutscene.


![[TAS] Mario Party 1 - Handcar Havoc - 34.06
This is a Tool-Assisted Superplay/Speedrun (often abbreviated to TAS) where a player can edit, rerecord, and manipulate a game into doing whatever that person desires. Visit http://tasvideos.org/ for more information.
For the most part, this minigame is just mashing A as fast as you can. Steering is an interesting mechanic however, as you dont lose any speed when steering along flat sections, but you can lose some on the turns, both by steering in the wrong or right direction. Because of this, steering should be minimized, although there are only small sections of each turn that can cost time. Some of the turns also dont need any steering as there is no risk of falling off. I used the second team to demonstrate this by excessively steering the entire time.
Braking can also be used instead of steering, and allows you to use less of it, but this is overall slower. Braking is not necessary at all.
Unless I missed an important mechanic or nuance of this minigame, I believe this time is maxed out, beating the non-TAS WR by 4 frames. [TAS] Mario Party 1 - Handcar Havoc - 34.06](https://i.ytimg.com/vi/kPebsxBV7Vw/mqdefault.jpg)



![[TAS] Caverns - Agent (Turbo) - 0:27
This is a Tool-Assisted Superplay/Speedrun (often abbreviated to TAS) where a player can edit, rerecord, and manipulate a game into doing whatever that person desires. Visit http://tasvideos.org/ for more information.
With Turbo Mode and not really having to deal with guards, this level becomes pretty much pure strafing and lightning speed. The final time on this is 27.45, but I dont think 0:26 is possible even with really polished movement. [TAS] Caverns - Agent (Turbo) - 0:27](https://i.ytimg.com/vi/l_lOhEHgiVA/mqdefault.jpg)
![[TAS] Mario Party 3 - Tick Tock Hop
This is a Tool-Assisted Superplay/Speedrun (often abbreviated to TAS) where a player can edit, rerecord, and manipulate a game into doing whatever that person desires. Visit http://tasvideos.org/ for more information.
Tick Tock Hop normally goes until one player loses, but ends in a draw after 99 successful jumps. In this TAS, Wario jumps at the earliest possible frame, while DK jumps at the latest possible frame, visually showing how much leeway there is with each jump. Even at the fastest speeds, its not exceptionally precise to make every jump.
Once in the air, if you release, press, and hold A, you can buffer your next jump for the first frame when landing. There is also a small quirk where at very high speeds, the player on the outer edge can phase through the hand without needing to jump. [TAS] Mario Party 3 - Tick Tock Hop](https://i.ytimg.com/vi/lk_jKIvIO8w/mqdefault.jpg)
![[TAS] Pokemon Snap - Diglett Setup - 3,920
This is a Tool-Assisted Superplay/Speedrun (often abbreviated to TAS) where a player can edit, rerecord, and manipulate a game into doing whatever that person desires. Visit http://tasvideos.org/ for more information.
This setup is designed to significantly simplify going for good Diglett scores, which require precise positioning and aim.
Instructions:
1) Skip the cutscene, hold R, and then press C-left after crashing into Electrode.
2) Pause on the correct frame, release R, and hold Z. You can use Haunter, the phone, and various other visual cues to tell. Note that due to random lag, there can be a tiny variance with positioning, so it doesnt always look exactly the same.
3) Press A on the first Diglett as you pass by.
4) Turn a bit left before the second Diglett and press A on the correct frame. Due to random lag that can affect positioning, I would suggest turning fairly late, at least past the phone.
Note that going for 960 size Diglett requires precision such that adjusting your X-axis by 1 unit in either direction does not get the score. For context, there are cases where moving a few units makes no visual difference in the game. Because of how frames in Pokemon Snap work due to being 30 FPS and not 60 FPS, you also need the correct set after unpausing, which results in the correct animation frame only half the time. [TAS] Pokemon Snap - Diglett Setup - 3,920](https://i.ytimg.com/vi/lnGk6Dan9Cs/mqdefault.jpg)

